Sunday, December 11, 2011

Real-time rendering

From recent experiences with Maya I've learned that rendering out both individual frames and especially entire sequences with multiple models and light sources takes some time and processing power. Because of this, I've gained a a new respect for the kind of optimization it takes for graphics in today's games to be pumped out in real-time. The linked video is an example of one of today's most graphically intensive PC games running on high-end gaming hardware. It looks incredible compared to our relatively simple chess scenes, yet it renders out much faster. The amount of optimization that goes into making graphics like this run smoothly must require a lot of engineering behind the scenes.